mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 06:02:11 +00:00
cf3d416967
Textures now load up to 2x faster when "mix textures and flats" flag is set in game configuration. TEXTUREx/TEXTURES: texture will now be created if at least one of it's patches is loaded. Visual mode: fixed a crash when "Slope floor to here" (9500) or "Slope ceiling to here" (9501) things were not inside sector. Fixed: flats were not loaded form wads inside Directory and PK3/PK7 resources. Sector Info Panel, Linedef Info Panel: texture size was shown for unknown textures.
329 lines
12 KiB
C#
329 lines
12 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.IO;
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using System.IO;
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#endregion
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namespace CodeImp.DoomBuilder.Data
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{
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internal sealed unsafe class HighResImage : ImageData
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{
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#region ================== Variables
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private List<TexturePatch> patches;
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private bool gotFullName;//mxd
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public HighResImage(string name, int width, int height, float scalex, float scaley, bool worldpanning)
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{
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// Initialize
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this.width = width;
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this.height = height;
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this.scale.x = scalex;
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this.scale.y = scaley;
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this.worldpanning = worldpanning;
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this.patches = new List<TexturePatch>();
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SetName(name);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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#endregion
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#region ================== Methods
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// This adds a patch to the texture
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public void AddPatch(TexturePatch patch)
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{
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// Add it
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patches.Add(patch);
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//mxd. Get full name from first patch
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if (!gotFullName) {
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fullName = General.Map.Data.GetPatchLocation(patch.lumpname);
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gotFullName = true;
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}
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}
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// This loads the image
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protected override void LocalLoadImage()
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{
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IImageReader reader;
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MemoryStream mem;
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byte[] membytes;
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Graphics g = null;
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// Checks
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if(this.IsImageLoaded) return;
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if((width == 0) || (height == 0)) return;
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lock(this)
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{
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// Create texture bitmap
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try
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{
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if(bitmap != null) bitmap.Dispose();
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bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb);
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BitmapData bitmapdata = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
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PixelColor* pixels = (PixelColor*)bitmapdata.Scan0.ToPointer();
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General.ZeroMemory(new IntPtr(pixels), width * height * sizeof(PixelColor));
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bitmap.UnlockBits(bitmapdata);
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g = Graphics.FromImage(bitmap);
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}
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catch(Exception e)
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{
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// Unable to make bitmap
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General.ErrorLogger.Add(ErrorType.Error, "Unable to load texture image '" + this.Name + "'. " + e.GetType().Name + ": " + e.Message);
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loadfailed = true;
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}
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int failCount = 0; //mxd
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if(!loadfailed)
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{
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// Go for all patches
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foreach(TexturePatch p in patches)
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{
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// Get the patch data stream
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Stream patchdata = General.Map.Data.GetPatchData(p.lumpname);
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if(patchdata != null)
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{
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// Copy patch data to memory
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patchdata.Seek(0, SeekOrigin.Begin);
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membytes = new byte[(int)patchdata.Length];
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patchdata.Read(membytes, 0, (int)patchdata.Length);
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mem = new MemoryStream(membytes);
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mem.Seek(0, SeekOrigin.Begin);
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// Get a reader for the data
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reader = ImageDataFormat.GetImageReader(mem, ImageDataFormat.DOOMPICTURE, General.Map.Data.Palette);
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if(reader is UnknownImageReader)
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{
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// Data is in an unknown format!
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General.ErrorLogger.Add(ErrorType.Error, "Patch lump '" + p.lumpname + "' data format could not be read, while loading texture '" + this.Name + "'");
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failCount++; //mxd
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}
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else
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{
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// Get the patch
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mem.Seek(0, SeekOrigin.Begin);
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Bitmap patchbmp = null;
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try { patchbmp = reader.ReadAsBitmap(mem); }
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catch(InvalidDataException)
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{
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// Data cannot be read!
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General.ErrorLogger.Add(ErrorType.Error, "Patch lump '" + p.lumpname + "' data format could not be read, while loading texture '" + this.Name + "'");
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failCount++; //mxd
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}
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if(patchbmp != null)
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{
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//mxd. Flip
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if(p.flipx || p.flipy) {
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RotateFlipType flip;
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if(p.flipx && !p.flipy)
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flip = RotateFlipType.RotateNoneFlipX;
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else if(!p.flipx && p.flipy)
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flip = RotateFlipType.RotateNoneFlipY;
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else
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flip = RotateFlipType.RotateNoneFlipXY;
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patchbmp.RotateFlip(flip);
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}
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//mxd. Then rotate. I do it this way because RotateFlip function rotates THEN flips, and GZDoom does it the other way around.
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if(p.rotate != 0) {
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RotateFlipType rotate;
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if(p.rotate == 90)
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rotate = RotateFlipType.Rotate90FlipNone;
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else if(p.rotate == 180)
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rotate = RotateFlipType.Rotate180FlipNone;
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else
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rotate = RotateFlipType.Rotate270FlipNone;
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patchbmp.RotateFlip(rotate);
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}
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// Adjust patch alpha, apply tint or blend
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if(p.blendstyle != TexturePathBlendStyle.None || p.style != TexturePathRenderStyle.Copy)
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{
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BitmapData bmpdata = null;
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try
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{
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bmpdata = patchbmp.LockBits(new Rectangle(0, 0, patchbmp.Size.Width, patchbmp.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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}
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catch(Exception e)
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{
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General.ErrorLogger.Add(ErrorType.Error, "Cannot lock image '" + p.lumpname + "' for alpha adjustment. " + e.GetType().Name + ": " + e.Message);
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}
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if(bmpdata != null)
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{
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PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
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int numpixels = bmpdata.Width * bmpdata.Height;
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//mxd. Blend/Tint support
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if(p.blendstyle == TexturePathBlendStyle.Blend) {
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float br = p.blend.r * PixelColor.BYTE_TO_FLOAT;
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float bg = p.blend.g * PixelColor.BYTE_TO_FLOAT;
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float bb = p.blend.b * PixelColor.BYTE_TO_FLOAT;
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--) {
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cp->r = (byte)(((cp->r * PixelColor.BYTE_TO_FLOAT) * br) * 255.0f);
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cp->g = (byte)(((cp->g * PixelColor.BYTE_TO_FLOAT) * bg) * 255.0f);
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cp->b = (byte)(((cp->b * PixelColor.BYTE_TO_FLOAT) * bb) * 255.0f);
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}
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} else if(p.blendstyle == TexturePathBlendStyle.Tint) {
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float tintammount = p.tintammount - 0.1f;
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if(tintammount > 0) {
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float br = p.blend.r * PixelColor.BYTE_TO_FLOAT * tintammount;
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float bg = p.blend.g * PixelColor.BYTE_TO_FLOAT * tintammount;
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float bb = p.blend.b * PixelColor.BYTE_TO_FLOAT * tintammount;
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float invTint = 1.0f - tintammount;
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--) {
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cp->r = (byte)(((cp->r * PixelColor.BYTE_TO_FLOAT) * invTint + br) * 255.0f);
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cp->g = (byte)(((cp->g * PixelColor.BYTE_TO_FLOAT) * invTint + bg) * 255.0f);
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cp->b = (byte)(((cp->b * PixelColor.BYTE_TO_FLOAT) * invTint + bb) * 255.0f);
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}
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}
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}
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//mxd. apply RenderStyle
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if(p.style == TexturePathRenderStyle.Blend) {
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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cp->a = (byte)(((cp->a * PixelColor.BYTE_TO_FLOAT) * p.alpha) * 255.0f);
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//mxd. we need a copy of underlying part of texture for these styles
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} else if(p.style != TexturePathRenderStyle.Copy) {
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//copy portion of texture
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int lockWidth = (p.x + patchbmp.Size.Width > bitmap.Width) ? bitmap.Width - p.x : patchbmp.Size.Width;
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int lockHeight = (p.y + patchbmp.Size.Height > bitmap.Height) ? bitmap.Height - p.y : patchbmp.Size.Height;
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Bitmap source = new Bitmap(patchbmp.Size.Width, patchbmp.Size.Height);
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using(Graphics sg = Graphics.FromImage(source))
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sg.DrawImageUnscaled(bitmap, new Rectangle(-p.x, -p.y, lockWidth, lockHeight));
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//lock texture
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BitmapData texturebmpdata = null;
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try {
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texturebmpdata = source.LockBits(new Rectangle(0, 0, source.Width, source.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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} catch(Exception e) {
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General.ErrorLogger.Add(ErrorType.Error, "Cannot lock texture '" + this.Name + "' to apply render style. " + e.GetType().Name + ": " + e.Message);
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}
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if(texturebmpdata != null) {
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PixelColor* texturepixels = (PixelColor*)(texturebmpdata.Scan0.ToPointer());
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PixelColor* tcp = texturepixels + numpixels - 1;
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if(p.style == TexturePathRenderStyle.Add) {
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--) {
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cp->r = (byte)Math.Min(255, (int)cp->r + (int)tcp->r);
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cp->g = (byte)Math.Min(255, (int)cp->g + (int)tcp->g);
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cp->b = (byte)Math.Min(255, (int)cp->b + (int)tcp->b);
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cp->a = (byte)((((float)cp->a * PixelColor.BYTE_TO_FLOAT) * p.alpha) * 255.0f);
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tcp--;
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}
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} else if(p.style == TexturePathRenderStyle.Subtract) {
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--) {
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cp->r = (byte)Math.Max(0, (int)tcp->r - (int)cp->r);
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cp->g = (byte)Math.Max(0, (int)tcp->g - (int)cp->g);
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cp->b = (byte)Math.Max(0, (int)tcp->b - (int)cp->b);
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cp->a = (byte)((((float)cp->a * PixelColor.BYTE_TO_FLOAT) * p.alpha) * 255.0f);
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tcp--;
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}
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} else if(p.style == TexturePathRenderStyle.ReverseSubtract) {
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--) {
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cp->r = (byte)Math.Max(0, (int)cp->r - (int)tcp->r);
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cp->g = (byte)Math.Max(0, (int)cp->g - (int)tcp->g);
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cp->b = (byte)Math.Max(0, (int)cp->b - (int)tcp->b);
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cp->a = (byte)((((float)cp->a * PixelColor.BYTE_TO_FLOAT) * p.alpha) * 255.0f);
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tcp--;
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}
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}else if(p.style == TexturePathRenderStyle.Modulate){
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--) {
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float pr = (float)cp->r * PixelColor.BYTE_TO_FLOAT;
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float pg = (float)cp->g * PixelColor.BYTE_TO_FLOAT;
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float pb = (float)cp->b * PixelColor.BYTE_TO_FLOAT;
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float tr = (float)tcp->r * PixelColor.BYTE_TO_FLOAT;
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float tg = (float)tcp->g * PixelColor.BYTE_TO_FLOAT;
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float tb = (float)tcp->b * PixelColor.BYTE_TO_FLOAT;
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cp->r = (byte)((pr * tr) * 255.0f);
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cp->g = (byte)((pg * tg) * 255.0f);
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cp->b = (byte)((pb * tb) * 255.0f);
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tcp--;
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}
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}
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source.UnlockBits(texturebmpdata);
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}
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}
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patchbmp.UnlockBits(bmpdata);
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}
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}
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// Draw the patch on the texture image
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Rectangle tgtrect = new Rectangle(p.x, p.y, patchbmp.Size.Width, patchbmp.Size.Height);
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g.DrawImageUnscaledAndClipped(patchbmp, tgtrect);
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patchbmp.Dispose();
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}
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}
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// Done
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mem.Dispose();
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}
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else
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{
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// Missing a patch lump!
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General.ErrorLogger.Add(ErrorType.Error, "Missing patch lump '" + p.lumpname + "' while loading texture '" + this.Name + "'");
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failCount++; //mxd
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}
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}
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}
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// Dispose bitmap if load failed
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if((bitmap != null) && (loadfailed || failCount >= patches.Count)) //mxd. We can still display texture if at least one of the patches was loaded
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{
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bitmap.Dispose();
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bitmap = null;
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loadfailed = true;
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}
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// Pass on to base
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base.LocalLoadImage();
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}
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}
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#endregion
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}
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}
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